Well I expect the game to fail at a lot of things. Mu curiosity is how much better it is compared to the first.
maniakos
[quote who="Xan" reply="40" id="3058191"] Quoting maniakos, reply 38Downloading the installer at full speed. Let's hope this goes better than EWOM... Are you sure you're not redownloading wom? No FE on my download page yet. I am eager to see it.[/quote] Actually you were correct...
Downloading the installer at full speed. Let's hope this goes better than EWOM... [Edit] T'was the old game [/edit]
new site is up... and the game is incoming... oh the excitement!
[quote who="seanw3" reply="83" id="3006264"]Hey, can the Frogmeister, when he finishes the basics like counterspells, set up some systems for the AI to play dirty tricks on us? I was thinking that if much of the AI's thought is on countering, so will the human player think. So, say the AI sets up a one-two punch with different elements, going from a medium spell in say fire, only to follow up with frost. That way we of course would want to put up a frost shield to block the fireball that
[quote who="Frogboy" reply="63" id="3005873"]Flanking, LOS, terrain, etc, are all interesting concepts. But there's also some meat and potatoes here that are easy to overlook because we take them for granted. How about the AI just freaking healing a hurt unit? Or slowing down a charging unit? If you want to talk about the design of tactical battles, that's Derek's thing. I can say, IMO, that I am not keen on tactical battles being the d
A note: What's equally or even more important than the tactical AI is making sure that the AI controlled side arrives in battle with a mix of units capable of doing what's being discussed. In most games the strategic AI sends armies to engage the enemy only to have the tactical AI withdraw.
[quote who="Lord Xia" reply="1" id="3005246"]You know, we don't need Deep Blue level of AI skill in Tech battles, would just be fun if the AI used it's abilities and they did something other then pick one guy and chase the hell out of him. I think some basic tactical battle concepts would have helped WoM, like true ZoC meaning it's difficult to run around units, limited range on spells and bows, flanking, and meaningful terrain. It has to be hard to really write good A
[quote who="mbar8" reply="125" id="3001859"]No chance. WoM is done I think. https://forums.stardock.com/412194/page/1/#3000750[/quote] [quote] Frankly, I'm tired of the complaining regarding WOM and am done with it. It is not worth my time to keep working on it when every update is met with "Yea, that's nice but why didn't you do A, B, and C?" WOM is what it is. I like it. I'm satisfied with where it's
Some other thoughts: Forget about all cities having a shop! make it a researchable building! Add more advanced shops later on with equipment tech. You can even break them in multiple shops: armourer, weapon smith, enchanter etc... The buildings could also provide some small trade/economy bonuses to justify the space it takes (think VAT on sales, shops were taxed during medieval times) If anything else this would make cities more unique...
Good job so far! I'm gonna start a new game as soon as my free time permits. Any chance of addressing some of the shop exploits? I've made a list and some suggestions in this post: https://forums.elementalgame.com/411971 Thank you.
Ah the blessings of being in the game industry! I wish I could post the bugs I'm fixing in any forum and have a laugh, but all of them are extremely boring business stuff. It's too bad that salaries in the game industry are much lower compared to the business software industry, but then again money isn't everything.
Don't go that far, adding smiths and forges. Even the stuff I suggested need weeks of work. The game doesn't have magical item forging. In contrast with MoM. Right now ele gear is the best, there aren't even artifact drops that are better. I'm trying to find a way to play without using the shop. Perhaps I should try a full game without using it as a personal handicap.
After playing some games, I've come to the conclusion that the ingame shop is completely unbalanced. Because of the way the shop works I optimized my gameplay around playing with parties instead of armies. Right now I can't even think about playing without using the shop. How to exploit it: 1. Imba blitz support: You conquer a city with your band of heroes. In the same turn you enter the shop and buy/use/stock up potions to heal your party and carry on.
Good job, Some pointers: Please use 3 columns for units cities and quests. Most people have wide screen monitors so it doesn't really matter space wise even if each column expands to the right a bit. It is immense help for large maps when you have a lot of cities and units patrolling/questing outside. Without columns you have to open/close the ui or give up and search the map visually. Also make said column sortable or ordered: I want my biggest cities first
The OP was clearly asking about EWOM and not about EFE. ... now let's all start whining for the 1.4 release date and changelog :)
[quote who="mastroego" reply="29" id="2974947"] Quoting AlLanMandragoran, reply 27 I think you're missing the point. Some of the people "bitching" have spent hours if not days of their time playtesting, modding, AND reporting issues. The fact these severe issues make it through QA into a "final" patch is frustrating beyond belief. I understand there is a difference between a drive-by forum poster who says something like "GAWD, this game sux" and someone like Heavenfal
I just feel the need to point out the real problems that are created by the current prestige situation, and some partial solutions that I came up with, without modding the game. To recap: I've been playing the past 4 days on a medium map, and originally I thought that this was a bug. I re-evaluated my strategy after I "Understood" how the devs wanted this game to be played and I have to say the following. 1. The prestige reduction due to many cities isn't documen
Don't forget that it works both ways, On a small map with many opponents you can grab their 2nd cities just by marching in.
Ok, kept playing and reached 10-15 cities on my medium map game. Prestige broke - All my cities have growth of 0.1 regardless of actual prestige in each city. The city penalty is listed as very low 0.3, 0.4 and is properly reduced if I raze a city. However all cities remain at 0.1. Enchanting a city 4 times for +1 prestige per enchant does nothing. The detail window will report a final prestige value after all modifiers like 4.7 but on the cloth map it will still say 0
Fact is the developers know that the system is not ready yet and they decided to disable it. That's better than CTDs.
How about casting it only once per turn ala HOMM? The big disadvantage with teleporting big blobs is the fact that the army can't be at 2 places at once.
Looking back at my previous post I realize that I should apologize for necroing this... I didn't even check the date of the OP or the one on the last reply.
Memory: I'm more concerned about how they handle the effects in the particle system and how they are creating and storing the custom unit models. All the rest can be super light. Unit stats? a joke. Huge armies on the map? you never copy the same unit many times, you link to a prototype, and just store the modifications like damage, enchants and so on.. There's no point thinking that 64 bits will solve your problems. If you are sloppy, 128 bits aren'
When you create your first city build peasants first.